Asset Audit
Your call. ... Exactly one action deletes anything permanently, and it says so first. Removal refuses what it should never touch: assets in use, folders, package assets, ... REQUIREMENTS
by Plumbline
Price History +
FEATURES
• Three verdicts instead of two: In use, Needs review, Unused. Anything the
audit cannot prove is dead is handed back to you rather than listed for
deletion.
• Every finding states the reason behind it, so you can judge on the
evidence rather than on trust.
• Reference roots include the build scene list, Resources, StreamingAssets,
Editor Default Resources, always-included shaders, preloaded assets, and
Addressables entries, with a folder entry covering its whole subtree.
• Importer settings inside .meta files are followed, so a model that remaps
its materials keeps them.
• Baked binary assets — lighting data, navmesh, terrain — are reported as
unreadable rather than as referencing nothing.
• Removal moves assets, with their .meta files, into a timestamped
quarantine folder plus a manifest. Nothing is deleted.
• Every batch can be restored individually. A restore skips what it cannot
place and reports it, rather than overwriting.
• Discarding a batch is the only permanent action, and it says so first.
• Removal refuses assets in use, folders, package assets, and any scene the
editor has open.
• Scanning stops when a scene has unsaved changes, and checks version
control state before anything moves.
• Reports broken references with the assets holding them, dangling
Addressables entries with their group file, and orphaned .meta files.
• Search, sorting, progress reporting and cancellation for large projects.
• ProjectSettings/AssetAuditIgnore.txt marks paths to leave alone, treated
as roots so what they reference is protected too.
SUPPORTED OS
Windows, macOS and Linux editors. Editor only — nothing from this package
is included in a build.
REQUIREMENTS
Unity 2022.3 LTS or newer. Tested on Unity 2022.3 and Unity 6. Works with
every render pipeline. No package dependencies.
DOCUMENTATION
Documentation.rtf is included in the package.
Online: https://plumbline-tools.github.io/Documentation.rtf
Studio: https://plumbline-tools.github.io/
Unity projects collect assets nothing points at any more: textures from a
pack imported for one prop, audio that got replaced, models from an
experiment. They ship with your build and slow down every import.
Asset Audit finds them. It is built on one rule: it will not call an asset
dead unless it can prove it.
THREE ANSWERS, NOT TWO
Unity can load an asset from a string. Resources.Load takes a path,
Shader.Find takes a name, Addressables take a key. None of those leave a
trail a scanner can follow. Tools that sort every asset into "used" or
"unused" report those as unused, and people delete live content.
In use Something reaches it. Cannot be selected for removal.
Needs review It might be dead, but that cannot be proven. Your call.
Unused Nothing in the project reaches it. Safe to remove.
Every finding states the reason it landed where it did, so you can disagree
on the evidence rather than on trust.
REMOVAL YOU CAN UNDO
Nothing is deleted. Selected assets move out of Assets/ into a timestamped
quarantine folder that keeps their original layout, with their .meta files
and a manifest of what was taken. Restoring is a move back, not a recovery.
Exactly one action deletes anything permanently, and it says so first.
Removal refuses what it should never touch: assets in use, folders, package
assets, and any scene the editor is holding open. Scanning stops if a scene
has unsaved changes, because an audit reads what is saved on disk. Version
control state is checked before anything moves.
WHAT IT ALSO FINDS
- Broken references, naming the assets still pointing at them
- Addressables entries whose asset is gone, naming the group to fix
- Orphaned .meta files
- Assets Unity stores as binary, whose references cannot be read
WHEN IT CANNOT KNOW
- Names assembled at runtime. ProjectSettings/AssetAuditIgnore.txt marks
paths the audit must leave alone, and treats them as roots so what they
reference is protected too.
- Sub-assets. Verdicts are per file.
- Scenes outside Build Settings are unused, and so is their baked lighting.
REQUIREMENTS
Unity 2022.3 LTS or newer. Any render pipeline. Editor only — nothing from
this package ends up in your build.
Written with the assistance of AI tooling, reviewed and tested by hand.